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[[User:Kousor/Juggernaut|Jugg final link]] | [[User:Kousor/Juggernaut|Jugg final link]] | ||
[[User:Kousor/Venom|Venom final link]] | [[User:Kousor/Venom|Venom final link]] | ||
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;Typhoon (Projectile) | ;Typhoon (Projectile) | ||
*{{qcf}} + {{k}} | *{{qcf}} + {{k}} | ||
; | ;Vertical Typhoon (Ground Attack) | ||
*{{hcb}} + {{k}} | *{{hcb}} + {{k}} | ||
;Lightning Sphere | ;Lightning Sphere (Projectile) | ||
*{{qcb}} + J.{{p}} | *{{qcb}} + J.{{p}} | ||
;Lightning Attack | ;Lightning Attack (8-way Dash attack) | ||
*{{hp}}+{{lk}} | *{{hp}}+{{lk}} | ||
;Fly mode | ;Fly mode | ||
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*Combination: Lightning Storm | *Combination: Lightning Storm | ||
;Type γ - Variety Type | ;Type γ - Variety Type | ||
*Assist: {{lk}} | *Assist: {{lk}}Vertical typhoon | ||
*Counter: {{lk}} | *Counter: {{lk}}Vertical typhoon | ||
*Combination: Hail Storm | *Combination: Hail Storm | ||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Storm | {{MoveListRow | Typhoon | ||
| {{ | | {{qcf}} + {{k}} | ||
| | |||
| {{airok}} Storm summons a typhoon, which is her main projectile. Can do up to 4 hits .<br>'''Will bypass and ignore other projectiles'''<br>This is one of the best projectiles in the game since it can’t be canceled, not even by a hyper combo.<br>it’s slow to come out and recover, but it’s wide so it can be a little hard to jump over if it isn’t timed right<br>basically Storm will throw her hands towards the ground and shout "Typhoon!" and then send a get the screen to herself onent, this can be used to stop dash ins, hyper combos, projectiles, and getting through Doom’s rockets and canceling Spiral’s swords in the sword dance trap. | |||
}} | |||
{{MoveListRow | | |||
| {{hcb}} + {{k}} | |||
| | |||
| {{airok}} She sends out the tornado shaped wind out from under the person all the way up the screen in a verticle motion, doing up to 6 hits.<br>This move is a great move to use against those pesky Cable players. <br>useless on the most part unless done in runaway ''or countering runaway'', those are the only time this move is done since it's quite slow, easy to see coming and can actually be ''walked'' away from. | |||
}} | |||
{{MoveListRow | Lightning sphere | |||
| {{qcb}} + J.{{p}} | |||
| | | | ||
| {{airok}} | | {{airok}} Can only be preformed in air. She sends out an electricly charged sphere across the screen. {{lp}} version goes diagonally down while {{hp}} version flies horizontaly across the screen.<br>They both do the same amount of damage so it just depends on which direction you want it to go. | ||
}} | }} | ||
{{MoveListRow | | {{MoveListRow | Lightning sphere | ||
| {{ | | {{qcb}} + J.{{p}} | ||
| | | | ||
| | | {{airok}} Can only be preformed in air. She sends out an electricly charged sphere across the screen. {{lp}} version goes diagonally down while {{hp}} version flies horizontaly across the screen.<br>They both do the same amount of damage so it just depends on which direction you want it to go. | ||
}} | }} | ||
{{MoveListRow | | {{MoveListRow | Lightning Attack | ||
| {{ | | {{hp}}+{{lk}} | ||
| | | | ||
| | | {{airok}} Storm launches at her opponent with a hand full of lightning, very similar to Wolverine's Drill Claw.<br>This can be done in any direction and also performed in the air. From the ground she cannot angle it downwards though.<br>This plays a big part in both combos and running away.<br>This attack can be done three times in a row, but must be pressed again before it stops completely, the third time you do this the move will no longer be hyper-cancelable so make sure to cancel it on thefirst, or second one. | ||
}} | |||
{{MoveListRow | Fly mode | |||
| {{qcb}}+{{lk}}{{hk}} | |||
| N/A | |||
| {{airok}} enters Fly mode | |||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} |
Revision as of 09:08, 18 September 2021
Introduction
Ororo Munroe is the daughter of a Kenyan tribal princess and of an American photojournalist who lived in Cairo, Egypt, where they were victims of a plane crash that destroyed her home. As an orphan, Ororo became a sneak-thief on the streets of Cairo under the tutelage of Ahmed El Gibár, who had provided her a home. As a teenager, she felt an urge to travel to the south, arriving to the Serengeti plains.
With her mutant powers of controlling the weather, Ororo was venerated by the locals as a goddess, as she used her abilities to ease the droughts in the region. She was eventually invited by Professor Xavier to join his X-Men, a mutant group aimed at implementing peace between humans and mutants. Ororo accepted with intentions of comprehending the origin and the potential of her mutant abilities, adopting the name Storm.
Storm is quite possibly the most versatile of all the Marvel characters in the game. She can be played both aggressively and defensively, possessing a variety of ways to close in on opponents. Her combo attacks, both ground and air, are potent and inflict solid damage, especially when chained into her Ice Storm Hyper Combo as well as possessing decent priority. Storm can easily keep opponents at bay with her Whirlwind and Typhoon attacks and her ability to fly helps to keep her out of harm's way.
a lack of any major weaknesses makes Storm a top 2 character in every tier list, with most choosing her as the definitive best character in MvC 2, due to her ability to do everything from solo play to team support
Gameplay
Storm is a jack of all trades and master of all of them
there isn't an area where she is greatly lacking and she can fit into nearly any team
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Typhoon (Projectile)
+
- Vertical Typhoon (Ground Attack)
+
- Lightning Sphere (Projectile)
+ J.
- Lightning Attack (8-way Dash attack)
+
- Fly mode
+
- Lightning Storm
+
- Hail Storm
+
- Type α - Projectile Type
- Assist:
Typhoon
- Counter:
Typhoon
- Combination: Lightning Storm
- Type β - Expansion Type
- Assist: Lightning attack
- Counter: Lightning attack
- Combination: Lightning Storm
- Type γ - Variety Type
- Assist:
Vertical typhoon
- Counter:
Vertical typhoon
- Combination: Hail Storm
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Assume everything below deals good damage and has good range ↓
Normal Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 20 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Storm will throw out a quick jab with a bit of lightning on it, not much added range by it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 6 | 29 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super, SJ cancellable frames 17~33 | - | - | - | |
Storm’s cross, general combo filler |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | 8 | 41 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Storm will do an open palm thrust with both hands |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 1 | 21 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
OTG | Chain, Special, SJ, Super | - | - | - | |
Storm throws out a little kick towards her opponents shin and knee area (Or their head if it’s Kobun) |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 24 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Storm throws out her left hand at her opponents waist and then generates a whirlwind from her hand |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 3 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
our main launcher, she does a high kick and generate a large tornado |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 11 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
OTG | Chain, Special, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 13 | 6 | 32 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, SJ Cancellable 22~38 | - | - | - | |
Storm brings her fist overhead and then slam it down to her opponent |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 6 | 39 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
One of Storm’s launchers, it’s a lightning uppercut. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 5 | 14 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Storm slides one leg at her opponent and strikes their ankles |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 3 | 35 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable 22・42 | - | - | - | |
Storm raises herself on one hand and strike both legs out to sweep her opponent, with wind coming from her feet |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 5 | 44 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Another one of Storm’s launchers, it’s just like her standing roundhouse but crouching, and she doesn’t kick as high, nor is the tornado nearly as large as it was before. it's wider but will knock either Storm or her opponent back just a little making it a bit harder to jump after them and combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 14 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Storm throws her jab out at a slightly downward angle. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 5 | 24 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Storm will bring one hand behind her head and swing the other |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 5 | 32 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
Think of it as Magneto’s Fierce punch, but this one is lightning attached. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 12 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
She does the pose of Lui Kang's flying dragon kick but does not fly across the screen sadly. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 5 | 16 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Guile’s summersault kick in reverse. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 6 | 18 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
Storm does a little back flip in air and leaves a trail of wind as her feet |
Special Moves



Will bypass and ignore other projectiles
This is one of the best projectiles in the game since it can’t be canceled, not even by a hyper combo.
it’s slow to come out and recover, but it’s wide so it can be a little hard to jump over if it isn’t timed right
basically Storm will throw her hands towards the ground and shout "Typhoon!" and then send a get the screen to herself onent, this can be used to stop dash ins, hyper combos, projectiles, and getting through Doom’s rockets and canceling Spiral’s swords in the sword dance trap.



This move is a great move to use against those pesky Cable players.
useless on the most part unless done in runaway or countering runaway, those are the only time this move is done since it's quite slow, easy to see coming and can actually be walked away from.





They both do the same amount of damage so it just depends on which direction you want it to go.





They both do the same amount of damage so it just depends on which direction you want it to go.



This can be done in any direction and also performed in the air. From the ground she cannot angle it downwards though.
This plays a big part in both combos and running away.
This attack can be done three times in a row, but must be pressed again before it stops completely, the third time you do this the move will no longer be hyper-cancelable so make sure to cancel it on thefirst, or second one.




Super Moves



The big drawback with this super is the start up time means you won't be able to use it in many combos, but that's not too big of a problem since :
- this is a great super to DHC into or out of.
- your other super move is much faster.



This is very easy to use in combos because of its fast start up time, and it does a ton of damage.
Also, since Storm's Hard Punch throw wraps his opponent up into a web letting him combo afterwards, it's a piece of cake to set up your Death Bite safely and consistently in a match.
the biggest drawback here is that when you use this with your opponent in the corner, sometimes the majority of the hits will miss, so you'll want to stick to other moves and your corner bnbs when your enemy is cornered.
Assist Moves

One of the best assists in the game.
Has a quick recovery, and fits in almost everywhere.

it's more of a surprise attack and good for confusing your opponent.
While they're blocking it, dash up to your opponent and start mixing up your attacks or throw them.
It's also good for setting your primary character up for attacking.
His assists are generally terrible. Storm Fang is decent, and Storm Rush can be semi-disruptive.
The Basics
Combos
Strategies
Storm is a defensive/counter-attacker character. she plays best near his opponent. Getting to your opponent is very easy for Storm. Simply use his dash, air dash or Storm Fang. When playing close, mix up your jump-in attacks, high and low attacks, launcher attack, Storm Fangs and ocassionally throw out a Web Throw to surprise your opponent. If a launcher attack or heavy attack gets blocked, cancel into a
Storm Fang to be safe.
At a distance, use Web Throw to surprise your opponent. Make sure you use the right one. If they throw out a projectile, punish with Storm Fang or Storm Web.
Storm's about power and high health, so don't worry about eating a super, because you can probably stage a come back. Some assists are harder to combo into, but others are easier. Tron's throw is a great setup. Ruby Heart's Sublimation, is also great, but wait until the last hit to connect before activation. Assists like Ruby Heart's are difficult to judge for a Storm Web, because if you screw up the timing, Storm won't complete the entire super. You should always keep them guessing with his moves, combos, and supers. Storm is great against almost every character in this game, so don't be afraid to use him against any character.
For some reason I can't imagine, Capcom has made it a little more difficult to air combo with Storm. You can no longer pull off 12-hit, high-damaging air combo anymore. You'll be lucky enough to pull of a then do a forward kick. But I guess his improved ability to do ground combos sort of makes up for it. The best way to get all the hits in is to dial through the buttons at a slow pace--if you dial too fast, the
probably won't hit. Against small characters, you should skip the
after the
, and just do a forward kick, followed by an air combo finisher.
Use 5 or
Storm Fang to counter jump-ins. If an opponent jumps in and Storm connects a 5
, cancel into a
Storm Fang or a
Storm Rush. You can also use a
Web Throw to tag a jumping opponent, but you must be able to anticipate the jump and you also must throw it out at the right time. Make sure you don't throw out a
Web Throw too early--your opponent could anticipate it and punish you severely.
Use 5, 5
or
Storm Fang to counter dash-ins. Also use 5
to punish opponents from mid-range. If you throw out a 5
and it gets jumped over, cancel into a
Storm Fang to avoid punishment. Use J/SJ.
or air
Storm Fang for aerial confrontations.
Storm's dash is very effective. she travels quickly along the ground on all fours. she can go under most projectiles and it's good for getting close to your opponent and starting combos.
Both of Storm's supers are very effective. Neither one of them are meant to be thrown out at random. Storm Web is used strictly for punishing mistakes and to counter projectiles—It does most damage of both of his supers. If you detect a projectile about to thrown out or your opponent just screwed up, do a Storm Web immediately. If it connects in the corner, you can OTG afterwards. It will cancel off of a Storm Rush, but you must be very quick about it. As soon as you se the first hit from the Storm Rush connect, cancel immediately into a Storm Web.
Death Bite is used only in combos or for an opponent that is nearly dead. It combos nicely off of any medium attack or a 5. It can also be cancelled into off of a short Storm Rush. Always make sure that it connects--you'll be left open if it's blocked or super jumped over.
Advanced Strategy
Although many beginners like to use him, she is anything but a beginner's character. It is going to take a while to learn how to use him. You won't win with Storm by simply mashing buttons. It takes skill, patience and planning to win with him.
- Storm is a large target, so be careful of dialers. Don't use the Storm Fang or Storm Rush recklessly, or you will be punished.
Storm's best assets are his power, his stamina, and his insane priority. Storm has uses ranging from keep-away, anti-air, and countering. His best move also doubles as the best assist in the game, the Storm Fang.
Storm Fang is great for ending combos, countering fireballers, and anti-air. Storm has great air priority, as well as great comboability in the air and on the ground. she's been sped up a bit since the first Marvel vs. Capcom, so his recovery is quicker than before.
Storm's dash allows him to travel under some projectiles and some attacks. Storm also has an air dash similar to Spider-man's. It's useful for getting out of a tough situation and to avoid beam supers. It can be cancelled by doing any attack.
crossing up the opponent won't invert the special move inputs but will invert their direction, so you can use air Storm fang to continue pressure even if your opponent crosses under you